Merge "Remove unreleased BlurShader API" into sc-dev
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@@ -14615,11 +14615,6 @@ package android.graphics {
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enum_constant public static final android.graphics.BlurMaskFilter.Blur SOLID;
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}
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public final class BlurShader extends android.graphics.Shader {
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ctor public BlurShader(float, float, @Nullable android.graphics.Shader);
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ctor public BlurShader(float, float, @Nullable android.graphics.Shader, @NonNull android.graphics.Shader.TileMode);
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}
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public class Camera {
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ctor public Camera();
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method public void applyToCanvas(android.graphics.Canvas);
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@@ -1,89 +0,0 @@
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/*
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* Copyright (C) 2020 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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/**
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* A subclass of shader that blurs input from another {@link android.graphics.Shader} instance
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* or all the drawing commands with the {@link android.graphics.Paint} that this shader is
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* attached to.
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*/
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public final class BlurShader extends Shader {
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private final float mRadiusX;
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private final float mRadiusY;
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private final Shader mInputShader;
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private final TileMode mEdgeTreatment;
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private long mNativeInputShader = 0;
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/**
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* Create a {@link BlurShader} that blurs the contents of the optional input shader
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* with the specified radius along the x and y axis. If no input shader is provided
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* then all drawing commands issued with a {@link android.graphics.Paint} that this
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* shader is installed in will be blurred.
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*
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* This uses a default {@link TileMode#DECAL} for edge treatment
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*
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* @param radiusX Radius of blur along the X axis
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* @param radiusY Radius of blur along the Y axis
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* @param inputShader Input shader that provides the content to be blurred
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*/
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public BlurShader(float radiusX, float radiusY, @Nullable Shader inputShader) {
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this(radiusX, radiusY, inputShader, TileMode.DECAL);
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}
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/**
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* Create a {@link BlurShader} that blurs the contents of the optional input shader
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* with the specified radius along the x and y axis. If no input shader is provided
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* then all drawing commands issued with a {@link android.graphics.Paint} that this
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* shader is installed in will be blurred
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* @param radiusX Radius of blur along the X axis
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* @param radiusY Radius of blur along the Y axis
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* @param inputShader Input shader that provides the content to be blurred
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* @param edgeTreatment Policy for how to blur content near edges of the blur shader
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*/
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public BlurShader(float radiusX, float radiusY, @Nullable Shader inputShader,
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@NonNull TileMode edgeTreatment) {
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mRadiusX = radiusX;
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mRadiusY = radiusY;
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mInputShader = inputShader;
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mEdgeTreatment = edgeTreatment;
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}
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/** @hide **/
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@Override
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protected long createNativeInstance(long nativeMatrix, boolean filterFromPaint) {
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mNativeInputShader = mInputShader != null
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? mInputShader.getNativeInstance(filterFromPaint) : 0;
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return nativeCreate(nativeMatrix, mRadiusX, mRadiusY, mNativeInputShader,
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mEdgeTreatment.nativeInt);
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}
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/** @hide **/
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@Override
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protected boolean shouldDiscardNativeInstance(boolean filterFromPaint) {
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long currentNativeInstance = mInputShader != null
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? mInputShader.getNativeInstance(filterFromPaint) : 0;
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return mNativeInputShader != currentNativeInstance;
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}
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private static native long nativeCreate(long nativeMatrix, float radiusX, float radiusY,
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long inputShader, int edgeTreatment);
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}
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